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fixed build issues, added binaries, and updated the AsyncLoadingScreen plugin directory
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/************************************************************************************
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* *
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* Copyright (C) 2020 Truong Bui. *
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* Website: https://github.com/truong-bui/AsyncLoadingScreen *
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* Licensed under the MIT License. See 'LICENSE' file for full license information. *
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* *
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************************************************************************************/
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#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "AsyncLoadingScreenLibrary.generated.h"
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/**
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* Async Loading Screen Function Library
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*/
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UCLASS()
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class ASYNCLOADINGSCREEN_API UAsyncLoadingScreenLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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private:
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static int32 DisplayBackgroundIndex;
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static int32 DisplayTipTextIndex;
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static int32 DisplayMovieIndex;
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static bool bShowLoadingScreen;
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public:
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/**
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* Set which background will be displayed on the loading screen by index. The "SetDisplayBackgroundManually" option in Background setting needs to be "true" to use this function.
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*
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* @param BackgroundIndex Valid index of the Background in "Images" array in Background setting. If the index is not valid, then it will display random background instead.
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**/
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UFUNCTION(BlueprintCallable, Category = "Async Loading Screen")
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static void SetDisplayBackgroundIndex(int32 BackgroundIndex);
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/**
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* Set which text will be displayed on the loading screen by index. The "SetDisplayTipTextManually" option in Tip Widget setting needs to be "true" to use this function.
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*
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* @param TipTextIndex Valid index of the text in "TipText" array in Tip Widget setting. If the index is not valid, then it will display random text instead.
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**/
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UFUNCTION(BlueprintCallable, Category = "Async Loading Screen")
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static void SetDisplayTipTextIndex(int32 TipTextIndex);
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/**
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* Set which movie will be displayed on the loading screen by index. The "SetDisplayMovieIndexManually" option needs to be "true" to use this function.
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*
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* @param MovieIndex Valid index of the movie in "MoviePaths" array.
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**/
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UFUNCTION(BlueprintCallable, Category = "Async Loading Screen")
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static void SetDisplayMovieIndex(int32 MovieIndex);
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/**
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* Set enable/disable the loading screen for next levels
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*
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* @param bIsEnableLoadingScreen Should we enable the loading screen for next level?
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**/
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UFUNCTION(BlueprintCallable, Category = "Async Loading Screen")
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static void SetEnableLoadingScreen(bool bIsEnableLoadingScreen);
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/**
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* Get enable/disable the loading screen for next levels
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*
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**/
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UFUNCTION(BlueprintPure, Category = "Async Loading Screen")
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static inline bool GetIsEnableLoadingScreen() { return bShowLoadingScreen; }
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/**
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* Stop the loading screen. To use this function, you must enable the "bAllowEngineTick" option.
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* Call this function in BeginPlay event to stop the Loading Screen (works with Delay node).
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*
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**/
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UFUNCTION(BlueprintCallable, Category = "Async Loading Screen")
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static void StopLoadingScreen();
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static inline int32 GetDisplayBackgroundIndex() { return DisplayBackgroundIndex; }
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static inline int32 GetDisplayTipTextIndex() { return DisplayTipTextIndex; }
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static inline int32 GetDisplayMovieIndex() { return DisplayMovieIndex; }
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/**
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* Load all background images into memory
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*
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* Only use this function when:
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* "bPreloadBackgroundImages" option is checked,
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* and you called "RemovePreloadedBackgroundImages" before.
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*
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* You don't need to use this if you never call
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* "RemovePreloadedBackgroundImages" function,
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* since the background images are still in the memory
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*
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* Note: Call this function before calling "OpenLevel" node.
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*
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**/
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UFUNCTION(BlueprintCallable, Category = "Async Loading Screen")
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static void PreloadBackgroundImages();
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/**
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* Remove all preloaded background images
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*
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* Only need to use this function when
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* "bPreloadBackgroundImages" is checked.
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*
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* You need to call "PreloadBackgroundImages"
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* to manually load all background images again.
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*
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**/
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UFUNCTION(BlueprintCallable, Category = "Async Loading Screen")
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static void RemovePreloadedBackgroundImages();
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};
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